Wyrmic idea
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- Thalore
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Wyrmic idea
I always find the wyrmic breaths a little bit boring. Sand breath is fantastic but in most cases the breaths work just the same, you spam the breaths and that's all. Here is my idea to improve it: To change the breaths into entirely different things.
Sand breath->leave it as it is
Fire breath->Invigorating Flame: Surround yourself with fire for n turns, boost attack speed and add x fire damage to melee attacks. An alternative to the devouring flame->elemental harmony cheese
Ice breath->Absolute Zero: Freeze the air around you in a radius of 3 for n turns. Deal x damage per turn, slow enemies and remove all projectiles targeting you (as they freeze and collapse)
Lightning breath->Thunderbolt: A single target projectile with x damage(a high one). When it reaches its target it explodes and damage other enemies in a radius of 4 for 0.5x. 30-70% chance to daze depending on talent level
Corrosive breath->Serpent's Tongue: Sprout acidic tentacles from your mouth which reach your targets' mouth, burning their vocal cords and organs. Ignore obstacles, deal x damage and silence enemies in a radius of 3, can hit up to 3 targets depending on talent level.
Venomous breath->Tail of Manticore: Grow a poisonous tail for n turns, deal x physical damage and y nature damage over 5 turns to random enemies in a radius of 2. By attacking your enemies with the tail you also drain their life force. It heals you for z% of the physical damage dealt and increase your stamina by z
Sand breath->leave it as it is
Fire breath->Invigorating Flame: Surround yourself with fire for n turns, boost attack speed and add x fire damage to melee attacks. An alternative to the devouring flame->elemental harmony cheese
Ice breath->Absolute Zero: Freeze the air around you in a radius of 3 for n turns. Deal x damage per turn, slow enemies and remove all projectiles targeting you (as they freeze and collapse)
Lightning breath->Thunderbolt: A single target projectile with x damage(a high one). When it reaches its target it explodes and damage other enemies in a radius of 4 for 0.5x. 30-70% chance to daze depending on talent level
Corrosive breath->Serpent's Tongue: Sprout acidic tentacles from your mouth which reach your targets' mouth, burning their vocal cords and organs. Ignore obstacles, deal x damage and silence enemies in a radius of 3, can hit up to 3 targets depending on talent level.
Venomous breath->Tail of Manticore: Grow a poisonous tail for n turns, deal x physical damage and y nature damage over 5 turns to random enemies in a radius of 2. By attacking your enemies with the tail you also drain their life force. It heals you for z% of the physical damage dealt and increase your stamina by z
Last edited by anonymous000 on Sat May 03, 2014 5:40 am, edited 3 times in total.
Re: Wyrmic idea
i like the idea of changing up breaths from samey dmg breaths [if memory serves,havent done wyrmic in a bit]
As far as your suggestions, fire and ice are good ideas,not sure about ice stopping projectiles though,and maybe have it freeze instead of slow.
Lightning breath,i like but think the splash is a bit much,id rather see it as a big single target dmg that could daze. i think that might be better.
If anything corrosive breath should debuff attack and defense values,given it being corrosive and all. maybe some slight dmg over time as well.
you could have venomous breath poison an area on the ground,similar to the grand arrival hydra from a summoner. Things standing in it take x per turn for y turns.
As far as your suggestions, fire and ice are good ideas,not sure about ice stopping projectiles though,and maybe have it freeze instead of slow.
Lightning breath,i like but think the splash is a bit much,id rather see it as a big single target dmg that could daze. i think that might be better.
If anything corrosive breath should debuff attack and defense values,given it being corrosive and all. maybe some slight dmg over time as well.
you could have venomous breath poison an area on the ground,similar to the grand arrival hydra from a summoner. Things standing in it take x per turn for y turns.
Re: Wyrmic idea
But won't I just be spamming these instead of breaths?
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- Thalore
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Re: Wyrmic idea
Ice: It is more defense-focused and so I added the stopping projectile, but indeed it may be too overpowered. As for the slow, in late game most bosses have 100% freeze resistance and I am afraid this would render the skill useless against bosses in later stage, so I used slow instead.Kattz wrote:i like the idea of changing up breaths from samey dmg breaths [if memory serves,havent done wyrmic in a bit]
As far as your suggestions, fire and ice are good ideas,not sure about ice stopping projectiles though,and maybe have it freeze instead of slow.
Lightning breath,i like but think the splash is a bit much,id rather see it as a big single target dmg that could daze. i think that might be better.
If anything corrosive breath should debuff attack and defense values,given it being corrosive and all. maybe some slight dmg over time as well.
you could have venomous breath poison an area on the ground,similar to the grand arrival hydra from a summoner. Things standing in it take x per turn for y turns.
Lightning: The splash is there because I don't want to suddenly strip all the high damage area attacks from wyrmic. But I agree that the splash is too much, maybe a radius of 1 would be more reasonable.
Acid: Seems to me that Acidic Spray and Corrosive Mist are already doing the debuff and damage over time, it may be better for the skill to do something different.
Poison: I suggested a tail attack because I think wyrmic should have a tail-based attack to suit the theme and for variety (other than plain area attack). I am afraid that the area attack you mentioned would look too much like a variant of Bellowing Roar.
I think the problem does not ly in spamming, but in spamming essentially the same skill. It would be more interesting to use different skills in different situations.HousePet wrote:But won't I just be spamming these instead of breaths?
Re: Wyrmic idea
The main objection I have to this is more thematic then mechanic based - having a dragon based class be unable to breath fire is just... wrong. The concept of dragons breathing fire/poison/ice etc is very iconic to what dragons are.
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- Uruivellas
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Re: Wyrmic idea
Remember that any dragons would be getting these skills as well.
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Currently working on Elementals. It's a big project, so any help would be appreciated.

Re: Wyrmic idea
Wyrmic as a whole with spammable actives is terribly boring. I'd love to see some passives and stuff.
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- Thalore
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Re: Wyrmic idea
I agree on this, actually all the breath tweaks I suggested (except the fire one) are conceptually a variant of breaths. By the ice one you slowly exhale the freezing air, by the lightning one you focus the force of your breath into a orb, and by the acid one you solidfy your breath into tentacles. I leaved the fire one because I could not think of a interesting breath-based attack. But now as I think of it, having a wyrmic unable to breathe fire is indeed very wrong. How about this?Theyleon wrote:The main objection I have to this is more thematic then mechanic based - having a dragon based class be unable to breath fire is just... wrong. The concept of dragons breathing fire/poison/ice etc is very iconic to what dragons are.
Fire Breath-> Incinerate: Focus your breath into a powerful heat beam. A piercing line attack of range 6 which burns projectiles along the path
Move Devouring Flame to t2 and make Invigorating Flame a t3 skill. Replace Tornado with Wing Buffet and have the skill become something like this?
Wings of the Winds: A passive. You grow a pair of wings, increase movement speed by x% and grant you the use of Wing Buffet. The skill will have a fixed radius of 4, damage and knockback distance increase with the talent level of Wings of the Winds. Extra damage bonus if the enemies are knocked back to a wall.
I think it won't be a significant problem as none of them hit too hard, but yes a lightning drake horde can be very dangerous. Limiting the range of the attack, say capped at 5 might be better.grayswandir wrote:Remember that any dragons would be getting these skills as well.
Yes, but now Wyrmic is already quite a strong class and I am afraid that granting Wyrmic extra passive to boost would make them far too overpowered, but actually I had an idea about this:Faeryan wrote:Wyrmic as a whole with spammable actives is terribly boring. I'd love to see some passives and stuff.
Draconic combat tree (locked): All skills are sustains and you can only use at most two at a time, each consumes 30 equilibrium. The damage boost will encourage specialization in one or two elements.
Invigorating flame: Works the same as what has been mentioned, but grants an extra 4% damage boost per talent level to all fire damage. Potency of all effect increases with level
Ice Armor: Move the original Ice Armor here. Lower incoming damage by x% and has y% chance to cast Ice Breath when hit (cost no equilibrium), grant 4% damage boost per talent level to all ice damage. Potency of all effect (including the talent level of the triggered Ice Breath, which is limited at 1-3) increases with talent level
Thunder Beast: Increase Accuracy and Critical Strike chance, gives x lightning damage in radius of 3 when crit with melee attack, grant 4% damage boost per talent level to all lightning damage. Potency of all effect increases with level
Black Death: Your acidic talents now brings excruciating pain to your enemies. When you deal acidic damage with active talents you have a chance to stick a negative status to your enemy for 5 turns. By having this negative status, each turn your enemy has a chance to fail to do anything because of the pain. Also grants 4% damage boost per talent level to all acid damage. Potency of all effect increases with level.
Re: Wyrmic idea
If you mean "stong by in comparison to other classes" like normal people then this really isn't true.anonymous000 wrote: Yes, but now Wyrmic is already quite a strong class
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- Uruivellas
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Re: Wyrmic idea
Not sure about the "stuff", but I'd love to see more engaging passives and sustains.Faeryan wrote:Wyrmic as a whole with spammable actives is terribly boring. I'd love to see some passives and stuff.

Iconic to what they are in real-world culture. I don't recall a single dragon, wyrm or other draconic entity that was renowned for it's ability to breath an elemental attack.Theyleon wrote:The main objection I have to this is more thematic then mechanic based - having a dragon based class be unable to breath fire is just... wrong. The concept of dragons breathing fire/poison/ice etc is very iconic to what dragons are.
However, I do recall some twenty-thousand dwarves (or so) slaying a dragon. They didn't really mention it's mighty lung-capacity there.

This sounds like a good direction. Not 100% on the details, but this doesn't sound like a bad idea.anonymous000 wrote:Yes, but now Wyrmic is already quite a strong class and I am afraid that granting Wyrmic extra passive to boost would make them far too overpowered, but actually I had an idea about this:
Draconic combat tree (locked): All skills are sustains and you can only use at most two at a time, each consumes 30 equilibrium. The damage boost will encourage specialization in one or two elements.
Invigorating flame: Works the same as what has been mentioned, but grants an extra 4% damage boost per talent level to all fire damage. Potency of all effect increases with level
Ice Armor: Move the original Ice Armor here. Lower incoming damage by x% and has y% chance to cast Ice Breath when hit (cost no equilibrium), grant 4% damage boost per talent level to all ice damage. Potency of all effect (including the talent level of the triggered Ice Breath, which is limited at 1-3) increases with talent level
Thunder Beast: Increase Accuracy and Critical Strike chance, gives x lightning damage in radius of 3 when crit with melee attack, grant 4% damage boost per talent level to all lightning damage. Potency of all effect increases with level
Black Death: Your acidic talents now brings excruciating pain to your enemies. When you deal acidic damage with active talents you have a chance to stick a negative status to your enemy for 5 turns. By having this negative status, each turn your enemy has a chance to fail to do anything because of the pain. Also grants 4% damage boost per talent level to all acid damage. Potency of all effect increases with level.
...unless we aren't supposed to specialize Wyrmics...

Re: Wyrmic idea
I think it's a fine idea to reduce the power of breaths as spammable raw damage on wyrmics and instead have them provide some utility for what is mostly a str-wil augmented melee class. How about the general idea of making breaths into sustains? That is, wyrmics are not literally dragons so we might expect that they don't literally have the power to breathe raw elements of Nature in the way that dragons do. Maybe have a sustain that counts down and then will allow you to breathe out the relevant breath when deactivated. This then allows you to give specific bonuses to specific sustains while also imposing rules that only one or two breaths may be 'preparing' at any given time. Some breaths may have weaker side effects than others but may make up for it in the quality of the sustain. For instance, one of the perks of lightning breath may be that it is an instant sustain and has slightly lower cooldown.
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- Uruivellas
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Re: Wyrmic idea
This is reasonable. Taking the literal phrase "mimic the powers of the dragons", I suppose it IS a little much to let them breath every element. On command. Especially considering a real dragon, or even a wyrm (excluding multihued) can only breath one.parcel wrote:I think it's a fine idea to reduce the power of breaths as spammable raw damage on wyrmics and instead have them provide some utility for what is mostly a str-wil augmented melee class. How about the general idea of making breaths into sustains? That is, wyrmics are not literally dragons so we might expect that they don't literally have the power to breathe raw elements of Nature in the way that dragons do. Maybe have a sustain that counts down and then will allow you to breathe out the relevant breath when deactivated. This then allows you to give specific bonuses to specific sustains while also imposing rules that only one or two breaths may be 'preparing' at any given time. Some breaths may have weaker side effects than others but may make up for it in the quality of the sustain. For instance, one of the perks of lightning breath may be that it is an instant sustain and has slightly lower cooldown.
For "preparing" the attack, would that work similar to an Aura, where you can only have so many active at once, and deactivating them makes them "fire"?
Re: Wyrmic idea
I feel like Breaths need to do good damage (honestly they're weaker than they should be) because as a whole, Wyrmics have probably the weakest damage out of any class for both melee and ranged combat. If anything, breaths should be stronger or more spammable.parcel wrote:I think it's a fine idea to reduce the power of breaths as spammable raw damage on wyrmics and instead have them provide some utility for what is mostly a str-wil augmented melee class. How about the general idea of making breaths into sustains? That is, wyrmics are not literally dragons so we might expect that they don't literally have the power to breathe raw elements of Nature in the way that dragons do. Maybe have a sustain that counts down and then will allow you to breathe out the relevant breath when deactivated. This then allows you to give specific bonuses to specific sustains while also imposing rules that only one or two breaths may be 'preparing' at any given time. Some breaths may have weaker side effects than others but may make up for it in the quality of the sustain. For instance, one of the perks of lightning breath may be that it is an instant sustain and has slightly lower cooldown.
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- Sher'Tul Godslayer
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Re: Wyrmic idea
Only Brawlers are allowed to spam breaths.bpat wrote:I feel like Breaths need to do good damage (honestly they're weaker than they should be) because as a whole, Wyrmics have probably the weakest damage out of any class for both melee and ranged combat. If anything, breaths should be stronger or more spammable.
Well, and greater multi-hued wyrms.
Re: Wyrmic idea
The very real possibility of this sort of complaint is why I said "spammable raw damage" in the first place. By reducing the ability to spam out all the breaths in rapid succession and reducing the average rate at which one can breathe out the total collection of breaths in extended combat, the damage on individual breaths can still be buffed while conforming to my suggestion. This will in turn encourage the player to focus on a few breaths per build, most of the time, since giving one breath priority will reduce your ability to breathe another. You can still allow for multi-breath builds by putting in appropriate side effects on key talents -- maybe in the prismatic tree and maybe not.bpat wrote:I feel like Breaths need to do good damage (honestly they're weaker than they should be) because as a whole, Wyrmics have probably the weakest damage out of any class for both melee and ranged combat. If anything, breaths should be stronger or more spammable.parcel wrote:I think it's a fine idea to reduce the power of breaths as spammable raw damage on wyrmics and instead have them provide some utility for what is mostly a str-wil augmented melee class. How about the general idea of making breaths into sustains? That is, wyrmics are not literally dragons so we might expect that they don't literally have the power to breathe raw elements of Nature in the way that dragons do. Maybe have a sustain that counts down and then will allow you to breathe out the relevant breath when deactivated. This then allows you to give specific bonuses to specific sustains while also imposing rules that only one or two breaths may be 'preparing' at any given time. Some breaths may have weaker side effects than others but may make up for it in the quality of the sustain. For instance, one of the perks of lightning breath may be that it is an instant sustain and has slightly lower cooldown.